Okay, I'm done mine. A little polishing, and I'll submit them. I thought it would be interesting if we try to add a story to this one, so I added a little bit to one of my rooms. If consensus is that it's a bad idea, it can easily be removed, but I think it would be kind of fun to see if we can make a coherent story with this. If it doesn't work, well, we can always remove it. I hope you all don't mind.

Good News, all entries in!
Good News, the level can be finsihed once the boss is statted.

Bad News, Someone Else put a hook in his room, and now the level is trivial! The solution is either remove, replace with an accesory or put a strong monster on it.

Also, I have an idea for a beginning cutsence, however it would go well with any story, as it is basically:
'Miners find stragne underground structure. Lost Stalwart comes across mining town. He volenteers to investigate. He goes down stairs. He gets stuck.'

So, let's fix that hook!

EDIT: I've made the hook ungettable, and attached the hold for testing. Mu stats before opening the blue door in 4S:

There's some health and keys I can get, but they're hiding behind Antilions, Mud Badies and a brained Spider.
The boss will be a pair of monsters it 5S, so don't go there, since there's just placeholders there.

Oops, that was an accident.
Sorry about that. The hold kept giving me different swords that you would start with, and I put it in to test. But then I looked at the code, and saw what sword was supposed to be there, and I guess I forgot to remove it. Oops.

First try stats before opening blue door (no doubt they'll go up with some tweaking - you'll also save some extra hp when the second level is ready by saving some keys, etc for later, as it's doubtful that you'd need a dozen yellows immediately )

Another variation, sacrificed a little hp for an extra key and some money:

Click here to view the secret text

×
HP: 1008
ATK: 36
DEF: 39
GR: 226
REP: 306
Keys: 13/4/1/0
Score: 562

I've not been following the earlier projects at all, but recently conquered Hold Anonymous 1 and liked it, so I could probably contribute to this one at some point, too.[Last edited by Doom at 06-04-2010 08:05 PM]

I played through the level, and I noticed that there are a lot of yellow keys and greckles available for not much cost, since the player can reach many ATK and DEF checkpoints for killing monsters easily that would be guarding those rewards.

Perhaps at the beginning of level 2, hyperme can pre-place some sort of yellow key or greckle sink that would make yellow doors or greckle doors more worthwhile again in the main level? If so, it should be included in the template for the level 2 design so everyone could see it.

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Quick links to my stuff (in case you forgot where it was):